{"name":"Gunslinger","overview":"Gunslingers use all kinds of guns, from a shotgun to a revolver. They often showboat and display their talent for everybody to see. Gunslingers love attention and all eyes watch them when they enter the room as a product of their confidential nature. Past all of the ego and pride, Gunslingers are kind people and they can\u2019t turn away a person in need.\r\n\r\n[b]Grit[\/b]: You gain a number of grit points equal to your WIS modifier. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm or deal a killing blow with a firearm to a creature of significant threat (DM\u2019s decision). You regain all expended grit points after a short or long rest.\r\n","hitdice":"d10","hitpointsfirstlevel":"10 + Con Mod","hitpointsathigherlevels":"1d10 (or 6) + Con Mod per Gunslinger Level after 1st","armorproficiencies":"Light armor","weaponproficiences":"Martial weapons, palm pistol, pistol","tools":"Tinkerer\u2019s Tools","savingthrows":"Strength, Constitution","skills":"(Choose 3): Acrobatics, Athletics, Deception, Intimidation, Investigation, Performance, Persuasion, and Survival\r\n","equipment":"[ul][li](a) chain mail or (b) leather armor,  2 palm pistols, 20 bullets[\/li][\/ul]\r\n[ul][li](a) pistol, 20 bullets, shield, dagger or (b) musket, 20 bullets, dagger[\/li][\/ul]\r\n[ul][li](a) dungeoneer's pack or (b) explorer's pack[\/li][\/ul]","spellcasting":"","features":"[b][u]TRICKSHOTS[\/u][\/b] Trick Shot Save DC = 8 + proficiency bonus + DEX modifier\r\n\r\n[u]Bullying Shot[\/u]: You can use the powerful blast and thundering sound of your firearm to stun one creature within a 15 foot range. You can expend one grit point while making an Intimidation check to gain advantage on the roll.\r\n\r\n[u]Dazing Shot[\/u]: When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.\r\n\r\n[u]Deadeye Shot[\/u]: When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.\r\n\r\n[u]Disarming Shot[\/u]: When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.\r\n\r\n[u]Forceful Shot[\/u]: When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.\r\n\r\n[u]Piercing Shot[\/u]: When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm\u2019s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.\r\n\r\n[u]Violent Shot[\/u]: When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm\u2019s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.\r\n\r\n[u]Winging Shot[\/u]: When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.\r\n\r\n\r\n[b][u]DUELER[\/u][\/b]\r\n\r\nAt 4th level, when you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n\r\n[b][u]SMARTER[\/u][\/b]\r\n\r\nAt 5th level, you become smarter, increasing your wisdom modifier by 1.\r\n\r\n\r\n[b][u]RAPID REPAIR[\/u][\/b]\r\n\r\nWhen you reach 6th level, you learn how to quickly repair a misfired (but not broken) gun. You can spend one grit point to attempt to fix the jammed gun as a bonus action.\r\n\r\n\r\n[b][u]SPECIALIST[\/u][\/b]\r\n\r\nStarting at 7th level, you gain proficiency with 1 firearm of your choosing (pistol, pepperbox, bad news, etc.).\r\n\r\n\r\n[b][u]LIGHTNING RELOAD[\/u][\/b]\r\n\r\nStarting at 9th level, you can reload any firearm as a bonus action.","subclasses":"","tabledata":"Level - Abilities\r\n\r\n1 - Trickshot (learn 2)\r\n2 - Guild\r\n3 - Trickshot +1\r\n4 - Dueler\r\n5 - Smarter\r\n6 - Rapid Repair\r\n7 - Specialist\r\n8 - Trickshot +1\r\n9 - Lightning Reload\r\n10 - Extra Attack","tags":"","templateId":"25","blockId":"819462","world":"4b160af8-3892-4d44-8111-e8d350077b2b","folder":"","isShared":"on"}